192 lines
No EOL
7.9 KiB
Lua
192 lines
No EOL
7.9 KiB
Lua
XPuzzleActivityManagerCreator = function()
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local ParseToTimestamp = XTime.ParseToTimestamp
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local CSUnityEnginePlayerPrefs = CS.UnityEngine.PlayerPrefs
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local CSGameEventManager = CS.XGameEventManager.Instance
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local XPuzzleActivityData = require("XEntity/XPuzzleActivityData")
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local PuzzleActivityGroupInfos = nil
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local PuzzleActivityPiecesData = {}
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local PiecesFlipRedPointCount = {}
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local IsPuzzleActivityHaveReward = {}
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local ItemIdToActId = {}
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local XPuzzleActivityManager = {}
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local ActRpc = {
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PuzzleActData = "PuzzleActivityDataRequest", --获得活动数据
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PuzzleActFlipPiece = "PuzzleActivityFlipPieceRequest", --获得碎片翻转数据
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PuzzleActGetReward = "PuzzleActivityGetRewardRequest", --请求获得奖励
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}
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function XPuzzleActivityManager.Init()
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XEventManager.AddEventListener(XEventId.EVENT_LOGIN_DATA_LOAD_COMPLETE, function()
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XPuzzleActivityManager.InitPuzzleActivityGroupInfos()
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end)
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end
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--构建拼图活动组
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function XPuzzleActivityManager.InitPuzzleActivityGroupInfos()
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PuzzleActivityGroupInfos = {}
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local activityGroupTemplates = XPuzzleActivityConfigs.GetTemplates()
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for actId, activity in pairs(activityGroupTemplates) do
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PuzzleActivityGroupInfos[actId] = XPuzzleActivityData.New(actId)
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XPuzzleActivityManager.InitEventListener(actId)
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end
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end
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function XPuzzleActivityManager.InitEventListener(actId)
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local activity = PuzzleActivityGroupInfos[actId]
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local id = XDataCenter.ActivityManager.PuzzleActIdToActId(actId)
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if XDataCenter.ActivityManager.IsActivityOpen(id) then
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XPuzzleActivityManager.PuzzleActivityDataRequest(actId)
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for _,piece in pairs(activity.PieceCfgs) do
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ItemIdToActId[piece.ItemId] = actId
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XEventManager.AddEventListener(XEventId.EVENT_ITEM_COUNT_UPDATE_PREFIX .. piece.ItemId, XPuzzleActivityManager.OnEventItemCountChange)
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end
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end
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end
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function XPuzzleActivityManager.OnEventItemCountChange(itemId)
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XPuzzleActivityManager.PuzzleActivityDataRequest(ItemIdToActId[itemId])
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end
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--获取拼图活动服务端状态
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function XPuzzleActivityManager.PuzzleActivityDataRequest(id, cb)
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XNetwork.Call(ActRpc.PuzzleActData, { Id = id }, function(res)
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if res.Code ~= XCode.Success then
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XUiManager.TipCode(res.Code)
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return
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end
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XPuzzleActivityManager.HandlePuzzleActivityData(id, res.PieceStates, res.RewardState)
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CSGameEventManager:Notify(XEventId.EVENT_ACTIVITY_INFO_UPDATE, XActivityConfigs.ActivityType.JigsawPuzzle)
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XEventManager.DispatchEvent(XEventId.EVENT_ACTIVITY_INFO_UPDATE)
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if cb then
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cb()
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end
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end)
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end
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function XPuzzleActivityManager.HandlePuzzleActivityData(id, pieceStates, rewardState)
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local condition = XPuzzleActivityConfigs.PuzzleCondition
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local puzzleActData = XPuzzleActivityManager.GetActivityPuzzleTemplateById(id)
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PiecesFlipRedPointCount[id] = 0
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local collectComplete = true
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--for i = 1,#puzzleActData.PieceCfgs do
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for index, template in ipairs(puzzleActData.PieceCfgs) do
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pieceStates[index] = pieceStates[index] or condition.NotCollected
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if pieceStates[index] == condition.NotCollected then
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if XDataCenter.ItemManager.CheckItemCountById(
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template.ItemId, template.ItemCount) then
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pieceStates[index] = condition.Inactivated
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PiecesFlipRedPointCount[id] = PiecesFlipRedPointCount[id] + 1
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end
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end
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if pieceStates[index] ~= condition.Activated then
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collectComplete = false
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end
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end
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if next(pieceStates) then
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PuzzleActivityPiecesData[id] = pieceStates
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end
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if rewardState == XPuzzleActivityConfigs.PuzzleRewardState.Unrewarded and collectComplete then
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rewardState = XPuzzleActivityConfigs.PuzzleRewardState.CanReward
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IsPuzzleActivityHaveReward[id] = true
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end
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puzzleActData:SetRewardState(rewardState)
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end
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function XPuzzleActivityManager.HandlePuzzlePieceData(id, pieceId, state)
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local condition = XPuzzleActivityConfigs.PuzzleCondition
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local puzzleActData = XPuzzleActivityManager.GetActivityPuzzleTemplateById(id)
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if state ~= condition.Activated then
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return
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end
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if pieceId then
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PuzzleActivityPiecesData[id][pieceId] = state
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end
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PiecesFlipRedPointCount[id] = PiecesFlipRedPointCount[id] - 1
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local collectComplete = true
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for k,v in ipairs(PuzzleActivityPiecesData[id])do
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if v ~= condition.Activated then
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collectComplete = false
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end
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end
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if collectComplete then
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puzzleActData:SetRewardState(XPuzzleActivityConfigs.PuzzleRewardState.CanReward)
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end
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end
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function XPuzzleActivityManager.HandlePuzzleRewardData(id, state)
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local puzzleActData = XPuzzleActivityManager.GetActivityPuzzleTemplateById(id)
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puzzleActData:SetRewardState(state)
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if state == XPuzzleActivityConfigs.PuzzleRewardState.Rewarded then
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IsPuzzleActivityHaveReward[id] = false
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end
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end
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--请求翻牌
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function XPuzzleActivityManager.PuzzleActivityFlipPieceRequest(id, pieceId, cb)
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XNetwork.Call(ActRpc.PuzzleActFlipPiece, { Id = id, PieceId = pieceId }, function(res)
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if res.Code ~= XCode.Success then
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XUiManager.TipCode(res.Code)
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return
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end
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XPuzzleActivityManager.HandlePuzzlePieceData(id, res.PieceId, res.State)
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CSGameEventManager:Notify(XEventId.EVENT_ACTIVITY_INFO_UPDATE, XActivityConfigs.ActivityType.JigsawPuzzle)
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XEventManager.DispatchEvent(XEventId.EVENT_ACTIVITY_INFO_UPDATE)
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if cb then
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cb()
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end
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end)
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end
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-- 领取奖励
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function XPuzzleActivityManager.PuzzleActivityGetRewardRequest(id, cb)
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XNetwork.Call(ActRpc.PuzzleActGetReward, { Id = id }, function(res)
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if res.Code ~= XCode.Success then
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XUiManager.TipCode(res.Code)
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return
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end
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XPuzzleActivityManager.HandlePuzzleRewardData(id, res.RewardState)
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if cb then
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cb(res.RewardGoods)
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end
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CSGameEventManager:Notify(XEventId.EVENT_ACTIVITY_INFO_UPDATE, XActivityConfigs.ActivityType.JigsawPuzzle)
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XEventManager.DispatchEvent(XEventId.EVENT_ACTIVITY_INFO_UPDATE)
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end)
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end
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function XPuzzleActivityManager.GetActivityPuzzleTemplateById(puzzleId)
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return PuzzleActivityGroupInfos[puzzleId]
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end
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function XPuzzleActivityManager.GetPieceAmountById(id)
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return PuzzleActivityGroupInfos[id]:GetPieceAmount()
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end
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function XPuzzleActivityManager.GetPieceTemplate(id, index)
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return PuzzleActivityGroupInfos[id].PieceCfgs[index]
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end
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function XPuzzleActivityManager.GetPuzzleActPieceData(id, index)
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return PuzzleActivityPiecesData[id][index]
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end
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function XPuzzleActivityManager.IsHaveRedPointById(id)
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return IsPuzzleActivityHaveReward[id] or (PiecesFlipRedPointCount[id] and PiecesFlipRedPointCount[id] > 0)
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end
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function XPuzzleActivityManager.IsHaveRedPoint()
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for _,v in pairs(IsPuzzleActivityHaveReward) do
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if v == true then
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return true
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end
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end
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for _,v in pairs(PiecesFlipRedPointCount) do
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if v > 0 then
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return true
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end
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end
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end
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XPuzzleActivityManager.Init()
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return XPuzzleActivityManager
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end |